There are not a lot of development updates to report on this week. Marksmen DLC production proceeds at a good pace. We've also taken the first data snapshot for the 1.36 update, and the programmers are preparing their special EXE branch. Once both are combined, the team's embedded QA devs will begin full build tests. They will be assisted by our shared multi-project QA team in Prague, especially for multiplayer. This includes several large-scale sessions involving 30 or more testers, and simulated 64+ client sessions using Headless Client technology. Besides that, we'll likely be requesting your assistance for even larger stress tests (on the CHIMERA test servers). To this effect, you can expect the usual Steam Release Candidate branch to open soon.

Do you prefer reading these reports in your own language? There are a few kind souls in our community who are translating the weekly SITREPs into French and Russian. It's hard for us to verify what may be lost in translation, so our English original on the Dev Hub is the only official source. However, many thanks to these volunteers for contributing in this way!INTELLIGENCE

It's time to create your own "Support" MP scenarios! Designer VĂˇclav Oliva has posted an excellent step-by-step guide to the Community Wiki with help from mode creator JirĂ­ Wainar. Once you've set up your own scenarios, be sure to share them on Workshop for everyone to enjoy!

Have you unlocked many of Arma 3's Steam achievements yet? It's very interesting to see the global statistics, though these are admittedly a little skewed. The achievements were not there from the start (especially considering the Public Alpha), and new batches of achievements have been added per major release. As for the design behind our achievements, we've deliberately stayed away from things we don't find fitting for Arma. You'll not likely see things like "Killed X enemies with head shots". Rather, we've tried to let the achievements be a guide for content you may have missed. And to challenge you to achieve top results in some areas. Do you have any good ideas for achievements?

On a related note: we plan to make it possible to end Faction Showcases in a more straight forward way in update 1.36. This will be done for the "Showcasing" achievement especially ("Showtime" and "Meet and Greet" only require you to start them, not complete them).OPERATIONS

Programmer LukĂˇĹˇ BĂˇbĂ­cek has in recent weeks been working directly with Intel engineers to find and implement optimization opportunities. This has yielded some results you may not directly notice, such as terrain rendering and shadow improvements. One addition is directly visible however, namely the inclusion of anti-aliasing post processing effect CMAA. This effect is available on Dev Branch in the video options (PPAA drop-down). It should be faster than SMAA while retaining a similar quality level.LOGISTICS

Support for local mods in the launcher has arrived on Dev Branch. Launcher programmer JirĂ­ PolĂˇĹˇek reports: "The launcher has been extended with a long-awaited feature called 'local mods'. It allows for users to add their Arma 3 mod folders directly to the 'Addons' tab instead of using the plain 'Mods' parameter field. These mods are treated same way as Steam addons, and you can easily turn them on and off and include them in presets. To add a mod, press the '+' button in the 'Addons' tab.

Apart from adding local mods manually to the list one by one, there is also an option to continually detect mods in specified folders and automatically include them in the list. Open the launcher options (gear icon at the top right) to set up your monitored folders."

Not Arma3 related, but just for the fun, from Bohemia Interactive "MINIDAYZ available now for free from store.bistudio.com‏"

Experience the zombie-infested Chernarus from an entirely new perspective, Welcome to MINIDAYZ!

Based on DayZ SA, the critically acclaimed open-world survival horror MMO by Bohemia Interactive, MINIDAYZ is a 2D top-down singleplayer game, where you must fight for survival in a harsh post-apocalyptic landscape. Search for the food and supplies needed to stay alive, keep clear of the ever-lurking zombies, and always be vigilant of the other desperate survivors.

fer has informed us about F3 v3-2-0 (ACRE2/ACRE/TFR/AGM/Zeus Ready) release.

The F3 team is pleased to announce the release of v3-2-0 of its mission development framework, with optional support for Zeus and popular mods ACRE2, ACRE, TFR and AGM.

We've added and improved many features; highlights include:

[list][*]Radio Systems Support component now supports ACRE2[*]Server admins can now become Zeus mid-mission[*]New insignia for common squads and elements[*]Player loadout now shown during briefing[*]Improved F3 Spectator script and F3 Simple Wounding System[*]Inclusion of DLC helicopters[/list]

To make it even easier to start using F3, our fully illustrated online tutorials for making adversarial and coop missions can help you build your first F3 mission in 1-2 hours.

Our sights are still trained on Marksmen DLC production. More weapons are progressing from wishlist entry to design analysis to concept art to 3D mesh. The first of them have entered the final artwork stages of texturing. After that they are handed off to animators to deal with holding and reloading them. But the DLC and its platform update are still a few months away, so let's take a look at something coming up sooner. Update 1.36 is slated for the beginning of December. While it's a maintenance update, there are some cool things we're hoping to include (depending on testing!).

Tests of recent server-side multiplayer optimizations are looking promising. Optimizations of the file system will soon be deployed to Dev-Branch and can help with the start-up of the game for example. Then there's an important update to the launcher, adding support for local non-Workshop mods. Another launcher-related improvement to enter testing soon is an improved BattlEye anti-cheat solution. It should be more effective at keeping undesired behavior at bay in multiplayer servers.

INTELLIGENCE

Some of you requested a RSS feed for the Dev Hub (the place you are most likely reading this). Web developer Jervant Malakjan has delivered and he's thrown in two other types of feeds. The RSS and Atom feeds are quite standard and can be used by various readers. The JSON feed is actually used by the game's launcher, and can be queried using a few parameters.

The configuration of Vortex Ring State simulation in the Advanced Flight Model for helicopters is going well. We believe it's ready to include in update 1.36, so start re-thinking your 'collective down full' straight descents. It's also going to be possible to determine the use of AFM on a server-level. The priority of AFM configuration will be: server.cfg > description.ext (scenario) > options. The parameter is forceRotorLibSimulation (0 - options, 1 - forced on, 2 - forced off).

LOGISTICS

We were sent a nice and simple web tool which lets you quickly create and host an Arma squad XML. These are the files that let you configure a squad / clan for multiplayer. The most visible result of using such XML is the squad emblem on vehicles (and above groups in Zeus). Thanks to Marco Rieger for this unofficial service!

Senior Designer JirĂ­ Wainar and Creative Director Jay Crowe joined Associate Producer Matt Lightfoot for a livestream event last Friday. After an introduction about Helicopters DLC, they showcased the new "Support" multiplayer mode by playing a few rounds and crashing a lot of aircraft. While they were transporting troops and supplies around the battlefield, some of our other devs tried to answer questions in the chat. A question that popped up a few times was about when players can expect a new official terrain. The answer is: in the expansion, after Marksmen DLC. We have selected its geotype and a prototype of the terrain has been in production for some time. Since the setting is quite different than Altis and Stratis, and indeed very fresh, our artists have also begun creating the loads of new objects and buildings. We are not yet ready to reveal more specifics about the setting. The first details will be probably not be shared until some time into 2015. Visit our Twitch channel archive to view the stream in its entirety, or just go play the mode yourself, on our official servers for example.

INTELLIGENCE

To those not able to get their joystick analog thrust controls to respond how they like; take a look at this post by QA Specialist Ondrej KuĹľel. Using an admittedly counter-intuitive configuration, you should be able to get things under control. We're tracking the topic in this Feedback Tracker issue, and are investigating possible improvements.

The same Mr. KuĹľel has foolishly issued a personal Time Trials challenge to the world. Prove that you have beaten his times and get a free beer in Prague (no other expenses covered)!

We were collectively amazed by DCAL's machinima "Bring The Rain". What impressed us the most about this tribute to the United States Marine Corps, is the pain-staking effort that it must have taken to capture all these action scenes. Splendid job!

Another cool video is brought to you by routine contributor Andrew "Dslyecxi" Gluck: "The Transport Pilot - Art of Flight #8". He goes over every detail of flying troops into and out of an Area of Operations using helicopters. Planning, modes of flight, ingress, Landing Zone procedures, egress and a full Air Assault walkthrough are all shown in some 30 minutes of beautiful scenes.

OPERATIONS

We're aware of reports about a loss of performance on (dedicated) multiplayer servers between 1.32 and 1.34. Of course this is being looked at, though we are so far unable to reproduce similar circumstances. This could imply specific network conditions, but we don't have enough data to tell yet. More tests and being run in cooperation with affected server admins. We'll update you when we learn more.LOGISTICS

You may have seen a small update to Arma 3 on Steam yesterday. This was not an update of the game itself, but the Steam common redistributables (the Visual C++ 2013 redist specifically). These are shared libraries that programmers use for common operations and functions across many games, including ours. This is also not a new concept, and Arma 3 had already been using the 2010 and 2012 redists. We are slowly phasing out these older versions and moving fully to the latest 2013 version.

It's been around four months since our last major update and, since then, much progress has been made! For the most part, we've turned our attention towards enhancing helicopter gameplay. However, with Arma 3 Helicopters DLC, there's much more to it than that.

So, on the eve of its release, we want to introduce the new sandbox and playable content on offer. Alongside that, we'd like share the collateral benefits our continued development brings to the A3 platform, taking a look at the splendid array of new features and additions available to everyone.

PREMIUM CONTENT

HEAVY-LIFT HELOS

Our new sandbox content seeks to enable new kinds of helicopter gameplay and create new opportunities for combined arms operations.

CSATâ€™s sky-crane inspired Mi-290 Taru and NATOâ€™s CH-67 Huron, based on a modified Chinook design, are capable of carrying a large number of troops and transporting relatively heavy under-slung loads across the battlefield. PLAYABLE CONTENT

Our splendid new scenarios are designed to demonstrate the unique challenges and rewards offered by advanced rotor-wing flight.

Showcase Sling Loading tasks players to master the use of their heavy transport helicopter and support NATO forces on Altis, while five new Time Trials question even then most experienced pilot's skill against the clock.

PLATFORM UPDATE

While the basic goal of our development has been to add new depth and breadth to helicopter gameplay, another key aim was to offer benefits to all players. With our new features and content, combined arms gameplay in general has benefitted, and the Arma 3 platform is all the better for it!

Most clearly, our Advanced Flight Model brings a new level of authenticity. In addition, we took a shot at enhancing their logistical role (with Sling Loading) and created new gameplay for units in transit (with Firing from Vehicles). Everyone that owns A3 - whether they own the DLC or not - benefits from these features and can play together seamlessly.

ADVANCED FLIGHT MODEL

While, at its heart, Arma 3 focuses upon infantry combat, we also know that our combined arms gameplay is what truly sets us apart. Drawing upon our experience with Take On Helicopters(TKOH), the central pillar of Arma 3 Helicopters is an authentic flight dynamics model.

Sandbox designer, Karel KaliĹˇ, went into more splendid detail in his recent OPREP but, in short, this new feature is composed of three key aspects: new helicopter handling; a configurable set of helpers; and new gauges and indicators. Worthwhile noting, too, is that it's completely optional, configurable, and compliant to server configuration.

SLING LOADING

Under-slung helicopter cargo offers both interesting new helicopter gameplay and contributes to the broader concept of logistics.

From a pilot's point of view, sling loading offers new challenges and opportunities. While it's possible to drop in supplies without landing, flying with an external load affects handling and poses new problems of unexpected collisions!

FIRING FROM VEHICLES

Rather than being passive observers in transit, players (and AI!) in special cargo positions can use their weapons to engage threats.

'Support' is a new, helicopter-oriented MP mode based on Sector Control gameplay with a non-combat focus. Players are tasked with transporting their team's forces in and around the Area of Operation, whist providing logistical support by delivering supplies and executing medevac missions.

Based on a community-friendly, modular framework, 5 official TvT and co-op scenarios introduce a variety of locations and gameplay conditions, in which competing factions use different types of helicopter to fight for control of the battlefield.

NEW TRAINING

Adding complex new mechanics requires us to support players with the appropriate means of learning about them!

Using the experience and tutorial framework introduced in our Bootcamp Update, we've added a set of VR training missions that help players to master the art of helicopter flight.

NEW OBJECTS

We've added a variety of new objects, ranging from landing platforms to ropes and engine cranes.

Of course, this stands to benefit our creative community, too. Content creators are free to draw upon an extended pool of helicopter-oriented items to enrich their own scenarios.

NEXT OBJECTIVE_Looking ahead, we're set to continue along the path sketched out by our 2014-15 roadmap and carry on fulfilling the resolutions outlined in our new year blog. In short, that means continuing to support, refine, and invest in the Arma 3 platform. Development is already under way to further deliver on those objectives. Recently, we shared some progress on our Game Launcher and Steam Workshop Integration. Handling non-Workshop addons and streamlining the process of discovering and installing server-required addons remain key goals. Work, too, continues apace on our next DLC, Marksmen, which we'll explore in more detail over the next few months.

Last - but by no means least - our longer-term plans are in good shape, with splendid pre-production on our Expansion terrain and some positive noises emerging from our top-secret R&D department. Of course, it almost goes without saying that we're still committed to resolving various miscellaneous issues, to squeezing out more network performance and engine optimisations, and to keeping the community up to date with our short-term progress. Speaking of which, with the MANW content-creation contest now closed for submissions, we're looking forward to playing the entries and putting together our finalists. Thanks to everyone that's participating and contributing to the process, and best of luck to all!